scummvm/engines/scumm/sound.h

141 lines
3.5 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
#ifndef SCUMM_SOUND_H
#define SCUMM_SOUND_H
#include "common/scummsys.h"
#include "sound/audiostream.h"
#include "sound/mixer.h"
#include "scumm/saveload.h"
namespace Audio {
class Mixer;
}
namespace Scumm {
class ScummEngine;
class BaseScummFile;
struct MP3OffsetTable;
struct SaveLoadEntry;
enum {
kTalkSoundID = 10000
};
// TODO: Consider splitting Sound into even more subclasses.
// E.g. for v1-v4, v5, v6+, ...
class Sound : public Serializable {
public:
enum SoundMode {
kVOCMode,
kMP3Mode,
kVorbisMode,
kFlacMode
};
protected:
ScummEngine *_vm;
Audio::Mixer *_mixer;
int16 _soundQuePos, _soundQue[0x100];
int16 _soundQue2Pos;
struct {
int16 sound;
int32 offset;
int16 channel;
int16 flags;
} _soundQue2[10];
BaseScummFile *_sfxFile;
SoundMode _soundMode;
MP3OffsetTable *_offsetTable; // For compressed audio
int _numSoundEffects; // For compressed audio
uint32 _talk_sound_a1, _talk_sound_a2, _talk_sound_b1, _talk_sound_b2;
byte _talk_sound_mode, _talk_sound_channel;
bool _mouthSyncMode;
bool _endOfMouthSync;
uint16 _mouthSyncTimes[64];
uint _curSoundPos;
int16 _currentCDSound;
int16 _currentMusic;
public:
Audio::SoundHandle _talkChannelHandle; // Handle of mixer channel actor is talking on
bool _soundsPaused;
byte _sfxMode;
public:
Sound(ScummEngine *parent, Audio::Mixer *mixer);
virtual ~Sound();
virtual void addSoundToQueue(int sound, int heOffset = 0, int heChannel = 0, int heFlags = 0);
virtual void addSoundToQueue2(int sound, int heOffset = 0, int heChannel = 0, int heFlags = 0);
void processSound();
void playSound(int soundID);
void startTalkSound(uint32 offset, uint32 b, int mode, Audio::SoundHandle *handle = NULL);
void stopTalkSound();
bool isMouthSyncOff(uint pos);
virtual int isSoundRunning(int sound) const;
bool isSoundInUse(int sound) const;
virtual void stopSound(int sound);
virtual void stopAllSounds();
void soundKludge(int *list, int num);
void talkSound(uint32 a, uint32 b, int mode, int channel = 0);
virtual void setupSound();
void pauseSounds(bool pause);
void startCDTimer();
void stopCDTimer();
void playCDTrack(int track, int numLoops, int startFrame, int duration);
void stopCD();
int pollCD() const;
void updateCD();
int getCurrentCDSound() const { return _currentCDSound; }
// Used by the save/load system:
void saveLoadWithSerializer(Serializer *ser);
protected:
BaseScummFile *openSfxFile();
bool isSfxFinished() const;
void processSfxQueues();
bool isSoundInQueue(int sound) const;
virtual void processSoundQueues();
};
} // End of namespace Scumm
#endif